This will be referred to, so it is recommended you read about the events once before proceeding.

Registration Desk: OP, links to ongoing and completed events etc.
Player(s): Register for one of 5 categories of events(Power, Skill, Jump, Stamina, Speed) with their 3 Pokemon. Upto 4 players can participate in a category of event at a time. At time of registration, players must indicate whether other players are playing as well, and if so how many and who, or if they are playing against NPCs. Each set of events has 4 players, so if say, 2 signed up for a category of event, 2 NPCs would play as well.
Registration Desk: Allots player to referee.
Player(s): Issue orders.
Referee: Refs.
Last 2 steps are repeated according to no. of rounds.

Now obviously, not all Pokethlon events can be directly crossed over to ASB. Alterations will be made to all events.

Each event lasts 4 rounds. All actions are PM’d to the referee, for the sake of fairness.

In all events, the topper in the event gets a bonus 15 points.

For each category of events, there are 3 events the player plays(making 12 rounds). The list is given below:-

This event takes a fairly significant change from the in-game version. In this event, the 12 Pokemon race against each other, with the order from left to right being randomized. There is a preset distance to travel(say 300 m), and the distance each Pokemon travels per round depends upon its Speed(the Pokethlon stat, not its real Speed stat). The higher the Speed, the greater the distance a Pokemon travels per turn. The Jump stat determines the distance the Pokemon makes with a jump. There is an element of chance associated with the Jump stat in an event, as if a Pokemon uses an attack while jumping(explained later), the jump stat determines the probability of them jumping without crashing(exact formula still in works).

Special note: Diglett line have a different take on this event, due their inability to jump. They instead dig below hurdles. This means that they are invulnerable while crossing hurdles(for a very good reason later detailed). However, in exchange, they cannot attack other Pokemon either. They’re just an individual lane by themselves.

Pokemon can use attacks during the race in order to gain an advantage. However there are certain mechanics associated with moves. Essentially, moves work based on Power and Stamina. There is currently no damage formula as such, so it comes down to referee’s discretion as to how exactly a move affects a Pokemon. There are 3 actions per “turn”, similar to normal battling. However, each “action” comes while jumping over a hurdle, meaning while you could technically use Thunder Wave with your Elekid while you jump to cripple that Scyther in the lead, there is a chance that you may crash into the hurdle and lose precious seconds. All status is temporary(lasts 3 actions), so that all Pokemon have a fair chance to win. Also, the question of range and contact is very big, and for example, a Conkeldurr will not be able to use Mach Punch on a Pokemon not in an adjacent lane, but the same Conkeldurr could hit Pokemon in a far off lane with Focus Blast. Some attacks like Helping Hand can be used if an ally is in the adjacent lane in order to give it a boost. Attacks can also be used to improve your own performance: for example, you could use Flame Wheel with a Quilava to travel faster, at the cost of continuously draining energy. Pokemon can also not use an attack, and instead just jump over a hurdle.

Between each lane is a wall that blocks Pokemon attacks, as high as a hurdle. Thus, when the Pokemon jump, they are vulnerable to attacks, but can also attack as well.

The energy available for attacks is also highly reduced, because running the race itself requires a lot of energy. Each Pokemon has only 50 energy to use on attacks. Standard energy consumption rules apply. If a Pokemon uses more than 50 energy on attacks, it will be disqualified from the race due to not being able to complete it, and is counted to take 20 actions to complete it.

Automatic speed boosts: Everytime the pokemon jumps over a hurdle, there is a chance(12.5%) that it will gain a boost in speed. The maximum no. of speed boosts through this method you can gain per race is 2. With 1 boost(Level 1), you travel at 1.5x the speed, and with 2(Level 2), you travel with 2x the speed. This boost lasts for the rest of the race.

Speed boosting moves: Speed bosting moves like Agility and Tailwind provide a Level 1 Speed boost(1.5x) for 3 hurdles. They also cost thrice the energy they do in normal ASB.

The final score is based on a combination of the finish time of all three Pokémon on an individual team, and is calculated as 1000 divided by the total time in actions, rounded down.

A Pokemon can complete a race in less than 12 actions, if it covers the entire distance in less than 12 actions. If some Pokemon fail to complete the race, then they are placed based on distance covered. For the purposes of score, they are assumed to have taken 16 rounds to reach the finish lines.

This again is significantly different from the ingame version. In Lamp Jump, the basic principle of striking lights remains the same. However, instead of 4 isolated systems of lights there is just one.

The way it works is like this: All 12 Pokemon start from 4 different platforms(split by some gaps). You may set the angle at which they are initially fired, and they fly through the air. Each time they pass through a light, the light changes color to the color of the team. If 2 or more Pokemon pass through a light at the same time, the light becomes neutral. The gaps in the platforms disappear after the initial launch, to prevent Pokemon from falling out. The lights themselves are arranged like this:-

For the base, assume it is split initially, but after the launch, it rejoins together. For subsequent actions, trainers once again set the angle at which their Pokemon is fired. All angles are measured from right to left. Angles can be in degrees or radians(different refs have different preferences), and have to be multiples of 60 {(2.pi)/3 radians) or 90 degrees(pi/4 radians). All Pokemon are fired with the same force. Pokemon passing through the same light at the same time fall down to the ground right below the light, and the light becomes neutral. In Lamp Jump, the order of Pokemon is not randomized at the start, and each group begins on individual platforms, order determined by teams.

Do not worry about angles, as even passing sufficiently close to a light is enough to activate it for your team(assuming no other Pokemon is there of course).

Note: Diglett line cannot jump, so instead their only functionality is to boost jumps of their teammates by digging down and coming up below them.

Score given by each light depends upon its height from the ground. There are a total of 8 rows, which I number from bottom to top from 1 to 8. Here are the scores given by lights in these rows:-

Ring Drop
This event is very similar to the actual ingame event. The premise is exactly the same; use your Pokemon to knock your opponents out of the ring. Each Pokemon can be imparted a velocity(capped at a certain undecided value) in a specified direction. If a Pokemon is ordered to jump before the tackle(which increases the velocity), it will score bonus points if the tackle succeeded. When two moving Pokemon strike together, the net resultant directions is based upon velocity, direction, weight. If a Pokemon gets knocked out, after skipping the action, a new Pokemon is substituted.

Scoring system is the same as the ingame event, except all of them are multiplied by 10. That is, scoring is determined by the number of successful jumping tackles (20 points for each jumping tackle that lands), the number of successful tackles (10 point for each tackle that lands), the number of times the player's Pokémon runs off or gets knocked off the edge of the ring (minus 100 points for each time this occurs), and opponent's Pokémon knocked out of the ring (100 points for each time this occurs). The final score from these results is then multiplied by 1.5 and is used as the point score.

Power determines how far an oppoennt goes after a Pokemon tackles it, while Stamina is a measure of how well the Pokemon can endure a tackle.

This is another event that is similar to the ingame event. The premise is absolutely the same, have your Pokemon throw snowballs at Pokemon from other teams, while dodging with your own Pokemon. You may either choose to dodge on an action, or target a specified opposing Pokemon.

Scoring is determined by the number of snowballs that make contact with the opponent's Pokémon. Each hit is worth ten point. At the end of the time period, the total points are multiplied by two and used to calculate the score.

SuperThrows: A SuperThrow is a an undodgable throw. This occurs randomly(formula in works).

Power determines the speed with which a snowball flies, while Skill determines chance of getting a SuperThrow.

Relay Run(Move your mouse to reveal the content)Relay Run (open)Relay Run (close)

Relay Run

This is again very similar to the ingame event. In Relay Run, Pokemon continuously make laps. Orders can be given as to strike a nearby opponent from the side, front or back depending on relative positon, or to merely continue running. Striking from front expends considerable energy, and tires a Pokemon quickly, but in exchange lowers both the opponent’s speed and energy. Sidewards attacks have a reduced energy expenditure and only affect energy of the opponent. Attacks from the back only cost the least energy, and give the oppoentn a speed boost while tiring it down faster.

If a Pokemon gets fatigued(less than x energy), it starts to slow down. If it reaches zero, it will faint and lead to disqualification. When low on energy, you can use an action to swap a Pokemon out for another Pokemon, and for each subsequent actiona Pokemon is not out, it uses the equivalent of a chill.

Each Pokemon has 50 Energy for attacking, and 50*Stamina/2 for running. The exact values of energy expenditure for each of the aforementioned actions and results is up to the discretion of the referee, who must post it when he begins the event.

Score is equal to number of laps multiplied by 10 minus the no. of times a Pokemon collided/passed over an obstacle.

Speed determines speed of the Pokemon, while stamina determines the no. of actions it can run for.

Block Smash is one of the easier events in ASB Pokethlon, requiring very little effort. Trainers merely have to mention when they wish to switch Pokemon(if they wish to do so) on a turn. There is a chance of a Pokemon striking a crack on a block every action as it breaks blocks(6.25%), and if it does so, for the next 3 actions it will break double the number of blocks at the cost of being fatigued right afterwards. The same rules regarding chills applies from Relay Run.

Score is the number of blocks a team breaks multiplied by 1.5.

Power determines no. of blocks a Pokemon breaks in a turn, while Stamina determines how long a Pokemon can break blocks.

Circle Push is extremely similar to the ingame event. Pokemon attempt to be in circles while keeping their opponents out, much like the classical game King of the Hill. Every action, scores based on positions are added.

In this event, at the end of each action, Pokemon in the general field earn 0 points, Pokemon in the largest circle gain 2 points, the medium circle gives 3 points, and the smallest circle gives 5 points.

Power determines strength of a Pokemon’s push and its resistance to pushes, while Speed determines how fast it can move.

In Pennant Capture, there are a set of 15 pennants on a map, which constantly regenerate every turn(3 actions). Trainers choose an initial Pokemon, which they send out and command to follow a certain pattern while gathering pennants. They can use attacks to make other Pokemon drop pennants. The maximum pennants a Pokemon can hold is 9. A Pokemon can be commanded to return to the “base” at any time, at which point another Pokemon is sent out in their place.

Score is equal to number of flags retrieved multiplied by 2, added to the no. of flags stolen from the opponents.

Skill determines chance of making an opponent drop a pennant, while Speed determines speed of the Pokemon.

Disc Catch is an exact clone of its ingame counterpart, with Pokemon aiming to catch discs that fly in. Pokemon can push other Pokemon., can move around, or can choose to jump. Pushing a Pokemon off the field makes it skip the next actions. Points from each disc depends upon where it were caught.

Score is the points garnered from the discs multiplied by 2.

Jump determines how long a Pokemon will stay in the air, while Power determines how hard a Pokemon will push.

Goal Roll is a three-a-side, four teams soccer game, and is the identical clone of its ingame counterpart. Trainers can order a Pokemon to move a certain way, tackle, attempt to steal a ball and so on. A goal with a white ball is worth 10 points, giving one is worth -10. Scoring with the golden ball is worth 50 points, while giving a goal scored with a golden ball is worth -50 points.

Power determines strength of push and velocity of ball when kicked, whiel skill determines chance to steal the ball.

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At the end, all the scores are totaled up. The winner gets 5 Prize Counters(Universal Counters, like RC), second place gets 3, third 2, and last 1.

Generation 5 Pokemon will temporarily use their base stars as their Pokethlon stats, until a decision can be made on them. They don't make too much sense, but I think it's the best we can do until we sort them out.

The Pokethlon is currently hiring assistant referees. There are 4 positions. To apply, PM me a list of the battles you have reffed, along with an explanation of why you feel you can take on an innovative reffing challenge like the Pokethlon.

And with that. we are finally in business! Signups for the test run will be open for 48 hours, with participants chosen on a FCFS basis. Participants alongwith their signup post may vote for a particular category, and the category with most votes will be the category they enter. If there is a tie, I will randomize and decide the category!